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Author Topic: OALSoundManager  (Read 1930 times)

Lulu

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OALSoundManager
« on: August 18, 2017, 10:15:53 am »
Hello,

OALSoundManager is an easy library to play sound throught OpenAL.
If OpenAL is not installed, application will run anyway but without sound.
Tested on Windows, Linux and Mac. May be more test are needed for Linux and Mac.

Limitations:
  - Play only WAV file with 8 or 16 bits per sample, mono or stereo.
  - Load the whole wav data in memory, no streaming process




-- USAGE --

uses OAlSoundManager,
     VelocityCurve;
...
var
 MySound: TOALSound;
...


Loading wav file
   MySound := OALManager.Add( 'Path/MyMusic.wav' );

Audio are automatically deleted from memory when the application is closed.
however, if you need to delete audio at run time, use
   OALManager.Delete( MySound );



-- FILE ERROR --

Loading file error can be retrieved with
   MySound.GetFileError
It return:
    - oal_NOERROR : audio is loaded in memory and ready to play
    - oal_ERR_NOTWAVFILE : bad format, only wav file are played
    - oal_ERR_BADBITPERSAMPLE : audio file have bad bit per sample
                                (only 8 and 16 bits per sample are allowed)



-- COMMON ACTIONS --

   MySound.Play( AFromBegin: boolean );
   MySound.Pause;
   MySound.Stop;



-- VOLUME --
Volume range is [0..1000]

Get/set current volume of the sound
   MySound.Volume.Value // return single type value between 0 and 1000
  MySound.Volume.Value := 500; //


Slide the volume to new value in specified time, using velocity curve
   MySound.Volume.ChangeTo( ANewValue, ATimeSec: single; AVelocityCurve: word );


-- FADE IN/OUT --

You can also fade in and fade out the sound

Play the sound then increase volume to maximum
Do it in specified time and with specified velocity curve
   MySound.FadeIn( ATimeSec: single; AVelocityCurve: word );



Play the sound then increase volume to specified value
Do it in specified time and with specified velocity curve
   MySound.FadeIn( AVolume, ATimeSec: single; AVelocityCurve: word );



Slide the volume to zero then stop the sound
Do it in specified time and with specified velocity curve
   MySound.FadeOut( ATimeSec: single; AVelocityCurve: word );



-- PITCH --

Like volume, you can set or slide value for pitch between 0.1 and 4.0
Default pitch value is 1.0.

   MySound.Pitch.Value := 0.1;
   MySound.Pitch.ChangeTo( 4.0, 3.0, idcStartSlowEndFast ); // change pitch to 4.0 in 3.0 seconds



-- VELOCITY CURVE --

Volume and Pitch are derived from TBoundedFParam class, so you can
simply change their value throught time like below:
   Volume.ChangeTo( newValue, TimeInSeconds, VelocityCurveID );

To set a value:
   Volume.Value := 1000;

Available velocity curve for volume and pitch are (see VelocityCurve unit)
  idcLinear
  idcStartFastEndSlow
  idcStartSlowEndFast
  idcSinusoid
  idcSinusoid2
  idc5Steps
wishing you a nice life

 

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